Kurama - Japanese Heavy Supercruiser 1945
The Imperial Japanese Navy classified its heavy cruisers armed with 203 mm guns as "A"-type cruisers. Development of the type continued after the outbreak of World War II with the Ibuki class, alongside plans for later ships armed with 203 mm triple-gun turrets, 100 mm dual-purpose guns, and improved anti-aircraft armament and torpedo batteries. At the same time, the Japanese were also working on an improved 203 mm weapon with a longer barrel for enhanced ballistic performance. These developments would likely have been combined in any future Imperial Japanese Navy heavy cruiser.
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Work In Progress
Key Features
- Elite Ballistics: Features high shell velocity and exceptional accuracy, making it easier to lead targets and land punishing hits compared to its predecessors.
- Alternative Firing Mode: Access to Burst Fire and Modified Shells, allowing for massive burst windows at the cost of range.
- Superior Torpedo Suite: Equipped with 10 tubes per side featuring fast, long-range torpedoes perfect for area denial or finishing blows.
- Stealth & Speed: Great concealment and high top speeds allow for aggressive positioning and quick disengagement.
- Utility Versatility: Can equip Submarine Surveillance and Hydroacoustic Search (or DFAA) to provide comprehensive vision for the team.
- Glass Cannon Build: High offensive potential is balanced by fairly thin armor, requiring careful positioning.
Battle Tips
- Master the Ambush: Use your high concealment and speed to find cover at close-to-mid range. Kurama thrives when catching enemies off-guard rather than in long-range kiting duels.
- Hunt the Small Fry: Utilize your high HE maximum damage and fire chance to chunk enemy Destroyers. A well-aimed volley can effectively remove a screen ship from the match early.
- The "Burst" Execution: When an enemy Cruiser or Battleship shows broadside, switch to AP and activate the Burst Fire mode. While your range will drop significantly, the localized damage is often enough to secure a "Devastating Strike."
- Mind the Armor: Avoid staying stationary or bow-tanking. Your thin plating means you should always have an "exit strategy" or a nearby island to break line-of-sight.
- Layer Your Defense: Always keep your Submarine Surveillance active when pushing contested caps to ensure you aren't caught off guard by sub-surface threats while executing maneuvers.
Ship Info
Ship Name:
Kurama
KuramaLevel: 11
WG introduction: April 2nd, 2026
Status during tests:
Kurama
KuramaBase value:
47 500 000 Credits
Estimated release: 15.5
Game Nation:
Japan
Armor
Hit points: 52,100
Fore/Aft end Plating: 25 mm
Fires duration: 30 s
Torpedo Protection, Damage Reduction: 29%
Side armor fore/mid/aft: 25/30/25 mm
Deck plating fore/mid/aft: 25/40/25 mm
Fore Athwartships: 30 mm
Aft Athwartships: 30 mm
Citadel Fore Athwartship: 150-250 mm
Citadel Aft Athwartship: 150-250 mm
Armor Belt: 30-150 mm
Plating: 40 mm
Armored Deck Slope: 120 mm
Superstructure: 16 mm
Citadel Deck: 65 mm
Citadel Bottom: 40 mm
Turrets: 100-203 mm
Tonnage: 22,000 tn
Main Battery Armament
4 x 3 203 mm/60 3rd Year Type No.2 in a triple turret:
Max Battery Range: 16.8 km
Reload: 13.5 s
180° Turn Time: 30.0 s
Dispersion: 141 m
Sigma: 2.05σ
Shell Types
HE Shells
12x 203 mm HE Type95:
Alpha Damage: 3,450
Alpha Piercing HE: 34.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.402
Shell Always Ricochet At: 60.0°
Normalization: 8.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 203 mm
Shell Krupp: 560.0
Shell Mass: 174.0 kg
Shell Ricochet At: 91.0°
Shell Speed: 970.0 m/s
Burn Probability: 23%
AP Shells
12x 203 mm AP Type95:
Alpha Damage: 5,750
Ammo Type: Armor Piercing
Shell Air Drag: 0.402
Shell Always Ricochet At: 60.0°
Normalization: 7.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 34.0
Shell Diameter: 203 mm
Shell Krupp: 2472.0
Shell Mass: 174.0 kg
Shell Ricochet At: 45.0°
Shell Speed: 970.0 m/s
Alternative Firing Mode
Main Battery AP Shells Damage: +20 % (AP 6,900)
Main Battery Firing Range: -34.5 % (11.0 km)
Main Battery Dispersion (AP/HE): -43 m (97 m)
Reload Time: 50 s
Interval Between Individual Shots: 2.0 s
Number of Bursts in a Series: 2
Secondaries
8 x 2 100 mm HE Type98:
Range: 7.3 km
Reload: 3.0 s
Alpha Damage: 1,700
Alpha Piercing HE: 30.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.331
Shell Always Ricochet At: 60.0°
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 100 mm
Shell Krupp: 480.0
Shell Mass: 13.0 kg
Shell Ricochet At: 91.0°
Shell Speed: 1000.0 m/s
Burn Probability: 6%
Torpedoes
4 x 5 610 mm Type93 mod. 3/Type93:
Maximum Damage: 23,767
Maximum Range: 12.0 km
Speed: 67 kt
Detectability Range: 1.7 km
Torpedo Tube Reload Time: 147 s
180 Degree Turn Time: 7.2 s
Flood Probability: 406%
Airstrike
Airstrike range: 8.0 km
Reload time: 30 s
Available flights: 2
Number of aircraft in attacking flight: 1
Aircraft HP: 2000
Bombs in payload: 2x
Maximum bomb damage: 4,900
Armor penetration capacity: soon mm
Chances of causing a fire on target: 28.0%
Depth Charges
Not available
Anti Aircraft Armament
Continuous damage: 455
Long Range
8 x 2 100 mm:
Firing range: 5.8 km
Hit probability: 90 %
Damage Within an Explosion: 1,540
Damage by long-range AA guns: 189
Number of Explosions Per Salvo: 8
Priority sector reinforcement: 50%
Mid Range
29 x 2 40 mm:
Firing range: 3.5 km
Hit probability: 90 %
Damage by medium-range AA guns: 525
Short Range
Not Available
Mobility
Maximum speed: 35.0 kt
Turning circle radius: 930 m
Rudder shift time: 11.6 s
Propulsion: 176,000 hp
Detection
Detectability range by sea: 12.2 km
Detectability after firing a main gun shell: 16.8 km
Detectability after firing main guns in smoke: 7.2 km
Detectability when ship is on fire: 14.2 km
Detectability range by depths: 0.0-8.0 km
Detectability range by air: 8.0 km
Detectability when ship is on fire: 10.0 km
Combat Instructions
Not available
Available Consumables
Slot 1: Damage Control Party
Charges: Unlimited
Work time: 5 s
Reload time: 60 s
Slot 2: Hydroacoustic Search
Charges: 3
Action time: 100 s
Reload time: 120 s
Detection of torpedoes: 3.5 km
Detection of ships: 5.0 km
Slot 2: Defensive AA Fire
Charges: 3
Action time: 40 s
Reload time: 80 s
Fighters: 3
Slot 3: Fighter
Charges: 3
Action radius: 3 km
Duration time: 60 s
Reload time: 90 s
Fighters: 4
Slot 4: Repair Party
Charges: 3
HP per second: +260
Duration time: 28 s
Reload time: 80 s
Slot 5: Submarine Surveillance
Charges: 3
Submarine spotting range at maximum depth: 7.0 km
Duration time: 20 s
Reload time: 120 s


